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*Pathfinder & Starfinder
Role Playing Vs. Roll Playing
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<blockquote data-quote="IndyPendant" data-source="post: 2020492" data-attributes="member: 8738"><p>Well, that's a good question. I would have to say a true roleplaying sim hasn't been created yet. But some RPGs have come a lot closer than DND--something that I think few people would disagree with. (And note that I don't say these RPGs are better--I love DND and currently the only campaign I'm running is in 3.5e. I just state that it's central concept is tactical fighting, not roleplaying.)</p><p></p><p>I would say that a RPG that at least tries to provide mechanics for developing a personality (with all the flaws and merits involved), plus guidelines for social interaction that are at least close to on par with the level of detail DND provides for combats...would qualify as a much-closer-to-roleplaying-than-DND RPG.</p><p></p><p>Gurps is my current favourite alternative to DND. It is, in many ways, the opposite of DND. DND has simplistic broad rules--and then 29387142947 specific rules for specific situations (spells, feats, actions, etc etc). Gurps has a comparatively larger number of core rules--but very few situation-specific rules. DND is designed as a hack-and-slash campaign, with the rules most comfortable when you wade in seas of blood. Gurps is designed so that the PCs often want to *avoid* combat where possible--because it's so damned deadly! DND has very very few Feats or Skills based solely on roleplaying; Gurps has a great many advantages and disadvantages central to roleplaying.</p><p></p><p>However, Gurps isn't perfect, and if they hadn't come out with Gurps 4e I wouldn't be playing it anymore. I plan, with cautious optimism, to start another campaign in Gurps though, when my players finish decimating the Temple...: )</p><p></p><p>Whew. Longwinded post, but it is how I see the two systems. They're different, they both have their flaws, and they're both fun.</p></blockquote><p></p>
[QUOTE="IndyPendant, post: 2020492, member: 8738"] Well, that's a good question. I would have to say a true roleplaying sim hasn't been created yet. But some RPGs have come a lot closer than DND--something that I think few people would disagree with. (And note that I don't say these RPGs are better--I love DND and currently the only campaign I'm running is in 3.5e. I just state that it's central concept is tactical fighting, not roleplaying.) I would say that a RPG that at least tries to provide mechanics for developing a personality (with all the flaws and merits involved), plus guidelines for social interaction that are at least close to on par with the level of detail DND provides for combats...would qualify as a much-closer-to-roleplaying-than-DND RPG. Gurps is my current favourite alternative to DND. It is, in many ways, the opposite of DND. DND has simplistic broad rules--and then 29387142947 specific rules for specific situations (spells, feats, actions, etc etc). Gurps has a comparatively larger number of core rules--but very few situation-specific rules. DND is designed as a hack-and-slash campaign, with the rules most comfortable when you wade in seas of blood. Gurps is designed so that the PCs often want to *avoid* combat where possible--because it's so damned deadly! DND has very very few Feats or Skills based solely on roleplaying; Gurps has a great many advantages and disadvantages central to roleplaying. However, Gurps isn't perfect, and if they hadn't come out with Gurps 4e I wouldn't be playing it anymore. I plan, with cautious optimism, to start another campaign in Gurps though, when my players finish decimating the Temple...: ) Whew. Longwinded post, but it is how I see the two systems. They're different, they both have their flaws, and they're both fun. [/QUOTE]
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